Monsters and Combat
Initiative and Insight
Rolling Initiative
- Highest WIS+ modifier in the party (Tactical Awareness)
- Highest DEX+ modifier in the party (Quick Reflexes)
- +1 if anyone is knowledgeable about this monster type.
- +1 if the party is working cohesively (GM's discretion)
Monster Actions
- Insight β₯ DC: You know exactly what the monster will do this round
- Insight β₯ DC-2: Partial information ("It's preparing something big", "It's focusing on the wounded")
- Insight < DC-2: No informationβthe monster acts unpredictably
Monster Tags
Size Tags
- Tiny: Fits in your palm, such as an insect
- Small: From the size of a housecat, to halfling.
- Medium: About the size of a person.
- Large: Much bigger than a person, such as a cart.
- Huge: Enormous creatures, the size of a house or bigger.
- Gargantuan: Beyond normal scale, encounters may involve climbing on them or targeting specific body parts.
Organization Tags
- Solitary: Encounters this creature alone. It's either too powerful, too territorial, or too rare to appear in groups.
- Pack: Appears in coordinated groups of 3-6. Works together with basic tactics and mutual support.
- Horde: Appears in large, chaotic groups of 7+ creatures. Relies on overwhelming numbers rather than coordination.
- Organized: Appears in structured groups with clear hierarchy and sophisticated tactics. May have leaders, specialists, and battle plans.
- Unique: Only one exists in the world. Defeating it has permanent consequences for the setting.
Classification Tags
- A classification type as listed in The World: Fauna
Behavior Tags
- Aggressive: Attacks on sight and fights to the death. Cannot be reasoned with during combat.
- Territorial: Defends a specific area but may be negotiated with if approached carefully.
- Intelligent: Capable of complex reasoning, planning, and communication. May be willing to negotiate.
- Mindless: Acts on pure instinct or programming. Immune to mental effects but predictable.
- Cunning: Uses tactics, traps, and environmental advantages. Retreats when disadvantaged.
- Protective: Fights fiercely to defend something important (young, territory, treasure, etc.).
Special Ability Tags
- Armored: Natural armor that's difficult to penetrate. High armor values or damage resistance.
- Fast: Exceptional speed or mobility. May act multiple times or be hard to pin down.
- Flying: Can move through the air. Changes battlefield dynamics and may be unreachable by ground-bound foes.
- Regenerating: Heals damage over time. May require special methods to kill permanently.
- Stealthy: Expert at hiding and ambush. May surprise parties or disappear during combat.
- Venomous: Attacks inflict poison or other lingering effects beyond immediate damage.
- Spellcaster: Can use magic. Capabilities vary widely.
- n Resistant: Takes reduced damage from certain sources (fire, cold, weapons, etc.).
- n Vulnerable: Takes extra damage from specific sources. Clever players can exploit this.
Monster Statistics
Attributes: Like player characters, monsters have six attributes with modifiers.
Hit Points: The energy, focus, and ability to avoid serious harm a monster can sustain before being defeated.
Armor: Reduces incoming damage, functions identically to player armor.
Instinct: The driving motivation that guides the monster's behaviors and tactics.
Moves: Most monsters have a few moves, each corresponding to a range on the d6 roll.
Threat: A measure of their Aπ (Aetheric Pressure) as a measure of the scale of their capabilities.
- Aπ ~ 1 (Novice Adventurer)
- HP: 3-8
- Armor: 0-1
- Attribute Modifiers: -1 to +2
- Insight DC: 8-12
- Aπ ~ 2 (Experienced Adventurer)
- HP: 6-12
- Armor: 1-2
- Attribute Modifiers: 0 to +3
- Insight DC: 10-15
- Aπ ~ 3 (Veteran Adventurer)
- HP: 10-16
- Armor: 2-3
- Attribute Modifiers: +1 to +4
- Insight DC: 12-17
Sample Monsters
Goblin Scout
Small, wiry creatures with oversized ears and darting yellow eyes. They wear mismatched scraps of leather and carry crude weapons, always seeming to be listening for something in the distance.
Tags: Small, Humanoid, Pack, Cunning, Stealthy
HP | Armor | Threat |
---|---|---|
4 | 1 | Aπ ~ 1 |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-1 | +2 | 0 | 0 | +1 | 0 |
Instinct To survive and report back to the tribe
Active Moves
1 β 4 | Cowardly Strike (DC 11) Attack for 1 damage, then attempt to move away. |
5 β 6 | Call for Help (DC 8) Attempt to alert nearby goblins to join combat. |
Tharassan Wolf
Lean predators with silver-gray fur and intelligent amber eyes. Their movements are fluid and coordinated.
Tags: Medium, Beast, Pack, Aggressive
HP | Armor | Threat |
---|---|---|
6 | 0 | Aπ ~ 1 |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +2 | +1 | -2 | +2 | -1 |
Instinct To hunt in coordination with the pack.
Active Moves
1 β 4 | Bite (DC 10) Attack for 2 damage. |
5 β 6 | Flank (DC 12) Pack gains +1 Armor until next turn. Additionally pack deals +1 damage next turn. |
Skeleton Warrior
Ancient bones held together by dark magic, still wearing the tattered remnants of military regalia. Empty eye sockets burn with pale flame, and rusty weapons move with remembered skill.
Tags: Medium, Reanimated, Mindless, Regenerating
HP | Armor | Threat |
---|---|---|
8 | 2 | Aπ ~ 2 |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +1 | +2 | β | -2 | -2 |
Instinct To follow commands without question
Active Moves
1 β 3 | Longsword (DC 10) Attack for 3 damage. |
4 β 6 | Shield Bash (DC 12) Attack for 2 damage, Forceful. |
Triggered / Passive Moves
Undying Does not permanently die when at 0 HP, and will reform from scattered bones unless fully destroyed. Scattered bones can be smashed, or if defeated with Holy damage.
Dryad Guardian
A beautiful figure with bark-like skin. Flowers bloom in her hair, and her eyes hold a deep wisdom.
Tags: Medium, Fey, Solitary, Magical, Intelligent, Protective
HP | Armor | Threat |
---|---|---|
10 | 0 | Aπ ~ 2 |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | +3 | +1 | +1 | +3 | +3 |
Instinct To protect her grove at any cost.
Active Moves
1 β 3 | Entangling Roots (DC 12) Target makes a +DEX saving throw (9+) or cannot move, it takes 1 ongoing damage until freed. |
4 β 5 | Charming Gaze (DC 15) Target must roll a +WIS saving throw _(10+) _or be compelled to protect the dryad. |
6 | Nature's Wrath (DC 10) All enemies within a near area take 3 damage from writhing thorns. |
Triggered / Passive Moves
One with Nature While in natural terrain, cannot be surprised and gains +2 to all saving throws.
Forest Step Can teleport between trees up to far range when moving as if it were near range.
Earth Elemental
A towering figure of living stone and soil. It's movement gives a deep rumbling, each step causing minor tremors in the ground.
Tags: Large, Elemental, Solitary, Armored, Earth Resistant
HP | Armor | Threat |
---|---|---|
14 | 4 | Aπ ~ 3 |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | -1 | +3 | 0 | +2 | -1 |
Instinct To protect the natural order and earth.
Active Moves
1 β 3 | Boulder Fist (DC 15) Attack for 5 damage, Forceful. |
4 | Tremor (DC 12) All creatures in far range touching the ground take 2 damage and make a +DEX saving throw (10+) or fall prone |
5 β 6 | Stone Spears (DC 14) Ranged attack, for 2 damage to up to 3 targets as stone erupts beneath them. |
Triggered / Passive Moves
Earthmeld Can sink into natural earth or stone as if it were water. While merged, cannot be targeted but also cannot use active moves.
Earth Resistance Takes 2 less damage and gets +1 to saving throws against effects with Earth alignment.
Ignaran Blade
A towering figure of crackling flames, the air around it shimmers with heat, and nearby flames dance higher. It holds a twisting sword of intense flame.
Tags: Large, Elemental, Solitary, Flying, Fire Resistant
HP | Armor | Threat |
---|---|---|
18 | 2 | Aπ ~ 4 |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | +2 | +2 | +1 | +3 | +1 |
Instinct To protect and spread the flames of Ignareth.
Active Moves
1 | Burning Sky (DC 15) Superheat the air, all creatures take 4 damage Ignore Armor |
2 β 4 | Flaming Blade (DC 18) Attack for 6 damage to a target, it is set ablaze taking 1 ongoing damage until extinguished. |
5 β 6 | Searing Slash (DC 17) Ranged attack, for 4 damage to a target, Ignore Armor. |
Triggered / Passive Moves
Fire Resistance Takes 4 less damage and gets +2 to saving throws against effects with Fire alignment.